"Excellent, excellent, excellent, excellent, excellent, excellent."
"1 like this new style of game— who needs graphics?"
1 ' Four games really get you to me your thinking cap."
Freehold, New Jersey
"J hate to turn the computer off."
Baltimore, Man land
'If ! go crazy or become a bum, it 'sail your fault. I hope you're happy,
(P.S. It's great.)"
Lockport, New York
"Unlike the arcade games that Utter the market, there are few copiers of
Infocom 's interactive fiction. Can it be done? Probably. Can it be done as well
as Infocom does it, or better? Unlikely. With each new game, Infocom is
further entrenched in their position as manufacturer of the most unique,
highest-quality software available on the market today."
ANALOG COMPUTING magazine
"It ruined my party! Everyone was upstairs playing! (i.e., GREAT!!)
Walter t 25
* 'We have said it again and again: Infocom can 't be beat. For richness of
description, unfolding of storyline, sharpness of wit, and challenge of puzzles,
Infocom has no equal in the software business"
CREATtVE COMPUTING magazine
"Stop reading this and deliver that envelope! "
"Corky" Crisp, Postmaster
LOCAL HISTORY SERIES
Reprinted by the Historical Museum
of the Festeron Free Public Library
Violet Voss, Curator
FESTERON TOWN LIBRARY
12 11 bl
Please take care of me . . .
libra ry books belong lo everyone.
LOCAL HISTORY SERIES
A Moral History, in Verse,
recently unearthed by the
Society of Thaumaturgic Archaeology,
and commonly known as
including a substantial body
of hitherto unpublished discoveries
regarding the mystical properties
of said Artifact.
CHAPTER THE FIRST
( )i Morning-Star's birth and great beauty,
and flow she was abducted by the envious Queen Alexis.
t happened in the reign of mighty
Jt. Anatinus, King of Misty Island,
i that there was born into
f I a peasant home a daughter,
blessed with rare and
perfect Beauty. Morning-Star
they named her; and the legend of her beauty
spread through all the kingdom, even
to the court of Anatinus.
There beside the throne sat Queen Alexis,
heavy-hearted. For her newborn daughter,
cursed by fate and prophecy was sightless.
Loth the Queen to look upon her blind child's
face! And how the baby Morning- Star,
more beautiful and perfect, made her jealous!
Envy breedeth Evil: Queen Alexis
caused the simple peasant home of Morning-Star
to burn. The sleeping family perished,
all but Morning-Star, who, being rescued
by the Queen's design, became her daughter,
sight restored by Prayer.
(The one true Princess,
left behind to fill the vacant cradle,
perished too, and never saw her mother.)
CHAPTER THE SECOND
Of Morning-Star's coming ul age, and ot the many knights
who sought her fair hand in Marriage.
he years were kind
to Morning-Star. Her beauty
blossomed like the fragrant water-lily
into full, abundant maidenhood.
Anon befell her ten-and-seventh
Anatinus made it known that whosoever
might desire to win the hand of
Morning-Star, should now come forth to claim it.
To prove his worth, the groom must first by needs
fulfill a Love-Quest, of the Queens own choosing,
according to the custom of the kingdom.
Many were the eager knights who journeyed
to the royal palace, hoping there to
win the love of Princess Morning-Star.
Alexis, dark with envy, watched the lusty
swains descend like vultures round her daught
and vowed in secret not to let them have her.
From the knights assembled,
Six were chosen, and stood before
the heartless Queen for testing. A
CHAPTER THE THIRD
Of the impossible Love-Quests devised by the crafty Queen Alexis,
and how the six knights tared by them.
ne brave knight, a lad
^ but one-and-twenty, was sent
across the sea to beg
Lord Nimbus, God of Rain,
to quench the thirsting fields
of Frotzen. But the God,
not sympathetic, smote his vessel with
a bolt of lightning.
The second knight, a weapons-bearer, strong
of limb and spirit, scaled the mountain peak of
Matter-Horn, to seek Advice from spirits.
The hopes of Princess Morning-Star fell with him.
A third knight ventured forth to try the fabled
Wings of Icarus, and learn the secret
method of their Flight, to please Alexis.
But alas! the joyful knight, whilst soaring
home to claim the Princess, flew into
the open maw of Thermofax, a Dragon.
Alexis sent the fourth knight deep into the
Mines of Mendon, there to slay a Grue,
and drag the carcass up where all might see it.
But Darkness overcame the hapless knight, who,
lost without a lamp, was soon Devoured.
Another knight, the fifth, directed by the
Queen to steal the Cocoa-Nut of Quendor,
chanced upon a lair of hungry I m pie men tors,
and did not Foresee his peril.
Lastly stood before the Queen a gentle
boy, no older than the Princess. Morning-Star
liked well his beardless smile, and begged her
mother not to test his Luck too harshly.
But Alexis caused the youth to spend an
evening midst an unclean Cemetery,
from whence he ne'er returned; for eldritch Vapors
carried him away, and gave no reason.
C H A P T E R THE F O U RTH
Of the Edict of Alexis, the demise of Morning-Star, and the discovery,
many years alter, of a Magick Stone, called Wishbringcr.
ueen Alexis cried, "Is no man
in the kingdom fit to wed
my only daughter?
Methinks she must remain
unmarried, then, and Virgin
all her days." So was it Written.
Morning-Star^^^^. hoped death might grant
her Freedom from the Edict of Alexis,
by her mother's timely passing. But the Reaper
(busy elsewhere with a Plague) heard not her
praying; so Alexis lived, and laughed, and
watched her daughter's beauty fade away,
and all her Wishes dwindle in her bosom.
Many kingdoms after, when the reign of
Anatinus was forgotten, and the
names of Morning-Star and Queen Alexis
lost in Time, there came unto the Misty Isle
a Scholar, who, amid the crumbling
tombs of monarchs, chanced upon the mortal
relic of the Princess. All was Dust,
except her Heart, which, hard and shrunken to a
pebble in the grave, was shining brightly
with the stifled Wishes of her lifetime.
Thus, the Magick Stone of Dreams discovered.
CHAPTER THE FIFTH
Oi the Seven Wishes,
and what ye must know to invoke them.
£ and lost forever. Also know,
even is the number
of the Wishes bound into
the Stone; and if ye speak
a Wish, that wish is Spent,
l^^^^r -' ' that ye must hold the
Wishing-Stonc within thy hands to wield its Magick.
Look ye, then, upon the Seven Wishes:
RAIN falls only for the bearer of the
Stone who standeth under an Umbrella.
ADVICE may bring wise counsel to the bearer
of the Stone who listeneth to Sea-Shells.
FLIGHT shall bear the Magick-wielder swiftly
home, if ye be sitting on a Broom-Stick.
DARKNESS, blacker than the Night, shall fall
across the land if Milk of Grue thou drinkest.
FORESIGHT lifts the veil of Time, and shows
the Future, but prepare thy eyes with Glasses.
LUCK will bring good Fortune, if ye hold
a Horseshoe and the Stone in thy possession.
FREEDOM springs the dreamer from confinement,
but mark well that ye first hath eaten Candy.
Now ye know the Origins
of the Wishing-Stone.
But know ye also,
that every problem
ye encounter in thy travels
may be also bested
by the spell of Logick,
Exercise thy Brain,
and work thy Wits!
Forget ye not that Morning-Star,
who threw away her Youth
in easy Wishing,
died in vain.
Let her fate be thy Warning.
Mutato nomine, de te fabula narratur.
Instruction Manual for
Welcome to the world of Infocom's interactive
fiction, a world where:
• Yon are the hero or heroine in a story,
• You use your own thinking and ima>jinati< >n to guide
the story from start to finish,
• You meet other people, who may or may not help
• You can go to new places, figure out mysteries and
puzzles, and fight against enemies.
In Wishbringer, you're a postal clerk in a small
seaside village called Festeron. You deliver a strange
envelope to a magic shop, and discover that an old
woman's black cat has been kidnapped by "the Evil
One." The old woman asks for your help, and when
you leave the magic shop, you find yourself trapped
in a nightmare world. Your once-quiet town is now
full of nasty trolls, vultures, fortress-like towers,
and assorted wickedness. You become entangled in
the struggle between Good and Evil; extraordinary
help is found only in unusual places. Others seek
to possess a magic stone of dreams known as
Wishbringer; but only you can find it and use its
powers to make your town safe again. And you only
have a few r hours!
II you're experienced with Infocom's interactive
fiction, you may not feel like reading this entire man-
ual. However, you should at least read about wishing
for magic (on page 16). Also look at the appendix of
recognized verbs (on page 19); some of them can be
used in all Infocom stories, but others are special for
Wishbringer. If you study the postal map (included in
your package), you will know where you are and
where you can go. That will make it easier to decide
what to do next.
Table of Contents
An Overview Page 12
• What is interactive fiction?
• Moving around
• Turns and scoring
Tips for Novices 13
Nine useful pointers about interactive fiction
Communicating with Wishbringer 14
• Basic sentences
• Complex sentences
• Why doesn't it know T that word?
Wishing for Magic 1 6
Starting and Stopping 17
• Starting WishMngar ("Booting up")
• Saving and restoring
• Quitting and restarting
Appendix A: Important Commands 18
Appendix B: Some Recognized Verbs 19
Appendix C: Wishbringer Complaints 20
Appendix D: Sample Transcript and Map 21
Appendix E: We're Never Satisfied 23
Appendix F; If You Have Technical Problems 23
Appendix G: About the Author 24
Ap pe ndi x H : C op yright an d Warranty 2 4
Appendix I: Quick Reference Guide
This briefly describes the most important
things to know about interactive fiction. It is
vital that you know all these things before you
begin your adventure.
Instruction Manual 11
Interactive fiction is a story in which you are the main
character. Your own thinking and imagination guide
the actions of that character and guide the story from
start to finish.
Each of Infocom's interactive stories, such as
Wishbringer, tells you about a series of places,
items, characters, and events. You can interact with
these in many ways.
To move from place to place, type the direction
you want to go. When you go into a new place, read
about it carefully. There may be something interest-
ing or useful (or dangerous) there! You will find it
helpful to make a map of the geography as you move
An important part of interactive fiction is solving
puzzles. If you find a locked door or a ferocious beast
in the story, don't think of it as an obstacle; it s just a
puzzle to be tackled. Sometimes the best way to
solve a puzzle is to find something in the story, then
take it with you and use it in the right way.
When you play Wishbringer, the story goes on
only from the time you press the RETURN (or ENTER)
key until you see the prompt ( > ). You could imagine
a clock that ticks once for each sentence you type,
and the story continues only at each tick. Nothing
happens until you type a sentence and press the
RETURN (or ENTER) key, so you can think and plan
your turns as slowly and carefully as you want .
Wishbringer keeps track of your score and gives
you points when it thinks you have done something
"right" You may get points for solving puzzles, do-
ing certain tilings, or visiting certain places. You can
try to get a perfect score if you want, but you can
also try to guide the story to an ending that you like
and to have fun along the way.
12 Instruction Manual
Tips for Novices
1. Draw a map. It should include each location, the
directions connecting it to other locations, and any
interesting objects there. (See the small sample map
that goes along with the sample transcript on page
21.) Note that there are 6 possible directions
(NORTH, EAST, SOUTH, WEST, UP, and DOWN)
plus IN and OUT.
2. Many things that you'll discover in Wishbringer
are important because they give you clues about the
puzzles you want to solve. So examine anything and
every thing that you come across. Most of the ob-
jects that you can pick up in the story are useful for
solving one or more of the puzzles.
3. Save your place often. That way, if you mess up or
get 44 killed." you won't have to start over from the
beginning. See page 17 for instructions.
4. Read the story carefully. Often there are clues in
the descriptions of places and objects, as well as in
signs, messages, and so on. You should examine or
read anything that might be important. Even a silly
or dangerous action may give you a clue, and it might
even be fun! You can always save your place first if
you want. Here's a silly example:
> GIVE THE ROLLER SKATES TO THE VULTURE
The vulture attempts to eat the roller skates, but eventu-
ally gives up. It continues to peck you on the head.
Here you have learned that this vulture doesn't like
to eat roller skates, and you have a clue that maybe
giving something else to the vulture (some raw
meat?) would be better.
5. Unlike other "adventure games" that you may
have played, there are many ways to get to the end
of Wishbringer. Some puzzles that you find along the
way may have more than one solution; and you may
not need to solve others at all. Sometimes solving a
puzzle one way will make it harder to solve another,
arid sometimes it will make it easier.
6* You'll like playing Wkhbringer with a friend, be-
cause different people may find different puzzles
easy or hard. So two or more players can often have
more fun, and do better, than one player alone.
7. If you really have trouble, you can order a hint
booklet from Infocom by filling out and mailing the
order form in your package. You don't need this
booklet to enjoy the story, but it will make solving
the puzzles easier.
8. Read the sample transcript on page 21 to get a
feeling for how InfoconYs interactive fiction works,
9. You can word a command in many different ways.
For example, if you wanted to pick up a shiny ham-
mer that was sitting on a table, you could type any of
> TAKE THE HAMMER FROM THE TABLE
> PICK UP THE SHINY HAMMER
> GET THE HAMMER
In fact , if the hammer is the only object there that
you can take, just typing TAKE would be enough. But
more about that in the next section . . ,
Instruction Manual 13
Communicating with Wishbringer
In Wishbringer, you type your sentence in plain En-
glish each time you see the prompt (> ). Wishbringer
usually acts as if your sentence begins "I want to . . . ,"
although you shouldn't actually type those words.
You can use words like THE if you want, and you can
use capital letters if you want; Wtshbrifiger doesn't
care either way.
When you have finished typing a sentence, press
the RETURN (or ENTER) key. Wishbringer will re-
spond, telling you whether your request is possible
at this point in the story, and what happened as a
Wishbringer looks only at the first six letters of
your words, and it ignores any letters after the sixth.
So LIBRARy, LIBRARies, and LIBRARian would look like
the same word to Wisfibrittger.
To move around, just type the compass direction
in which vou want to go. You can use four compass
directions: NORTH, EAST, SOUTH, and WEST. Or^
you can use these abbreviations: N, E, S, and W. You
can also use UP (or U), DOWN (or D), IN, and OUT.
You don't need to walk around or turn around in a
place; anything that you can see there is within your
Wishbringer understands many different kinds of
sentences. Here are some examples. You may not
actually use these commands in Wishbringer, but
you'll centainly use commands like them in the story.
> WALK NORTH
>TAKE THE FOUR-LEAF CLOVER
> PUT ON THE HAT
>WISH FOR RAIN
> LOOK UNDER THE GLASS CASE
> DROPTHE ENVELOPE ONTOTHE COUNTER
> EXAMINE THE PELICAN
> PUSH THE RED BUTTON
> LOOK AT THE TREE
>WALK INTO THE POLICE STATION
>GO IN THE POSTOFFICE
> GIVE THE BOOK TO THE LIBRARIAN
If you want to TAKE or DROP more than one ob-
ject, you can do it in one command by separating the
objects with a comma or the word AND. Here are
>TAKE THE BLACK UMBRELLA, THE HAT, ANDTHE
> DROPTHE LETTER ANDTHE ENVELOPE
14 Instruction Manual
You can type several sentences on one line if you
separate them by the word THEN or by a period.
(Each sentence will still count as a turn.) You don t
need a period at the end of the line. If Wishbringer
doesn't understand one of the sentences, or if some-
thing unusual happens, it will ignore the rest of your
input line (see "Wishbringer Complaints" on page
20). For example, you could type all of these sen-
tences at once, before pressing the RETURN (or
> OPEN THE MAILBOX THEN PUT THE LETTER fN IT.
CLOSE THE MAILBOX THEN GO SOUTH THEN
TAKE THE GLASS OF WATER THEN GO NORTH.
DRINK THE WATER
The words IT, HIM. and HER can be very useful.
> TAKE THE BOX. OPEN IT. PUT IT ON THE TABLE
> CLOSE THE HEAVY METAL DOOR. LOCK IT
> KNOCK ON THE LIBRARY DOOR THEN OPEN IT
> GIVE TH E LETTER TO THE WOMAN THEN ASK
HER FOR A BOOK
You'll meet many people and creatures in
Wishbringer. You can ask them questions or talk to
them like this:
> ASK MISS VOSS ABOUT THE VIOLET NOTE
> ASK SERGEANT MACGUFFJN FOR THE
> QU ESTION TH E OLD WOMAN
> BETTY, TELL ME ABOUT STEVE
>GRAVEDIGGER, UNLOCK THE GATE
> ALICE, SIT DOWN
But remember: Most people in the story don't have
time for idle chatter. Your deeds will speak louder
than your words.
Wishbringer tries to guess what you really mean if
you don't give enough information. For example, if
you type that you want to do something, but not
what you want to do it to or with, Wishbringer may
decide that there is only one possible thing that you
could mean. When it does this, it will tell you. For
> GIVE TROMBONE
(to the musician)
The musician accepts your kind gift and starts playing
If your sentence is not clear enough, Wishbringer
will ask what you really mean. You can answer by
typing just the missing information, not the whole
sentence again. You can do this only at the very next
prompt. For example:
>OPEN THE DOOR
(Which door do you mean, the sliding door or the stor-
age room door?)
The sliding door is now open.
Wishbringer uses many w T ords in its descriptions
that it will not recognize in your sentences. For ex-
ample, you might read, "Sunlight shimmers across the
dusty cobwebs. "' However, if Wishbringer doesn't
recognize the words SUNLIGHT or COBWEBS when
you type them, then you know that you don't need
them to finish the story; they just give you a more
vivid description of where you are or what is going
on. Wishbringer recognizes over 1000 words, nearly
all that you are likely to use in your sentences. If
Wishbringer doesn't know a word you used, or any
word that means the same, you are almost certainly
trying to do something that you don't need to do.
Instruction Manual 15
Wishing for Magic
Wishbringer is a powerful and magical stone. If
you're holding Wishbringer, you can make seven
special wishes come true. You can wish for ADVICE,
DARKNESS, FLIGHT, FORESIGHT, FREEDOM, LUCK,
or RAIN. You wish for these simply by typing WISH
FOR ADVICE, WISH FOR DARKNESS, etc.
However, you need more than the stone to make
the wishes come true. According to The Legend of
Wishbringer, you also need a different object for each
wish. These are described below.
To WISH FOR ADVICE, you need both Wishbringer
and a sea shell. As long as you're holding both,
vou '11 continue to receive ADVICE periodically.
To WISH FOR DARKNESS, you need to drink
grue's milk and hold the stone. You must WISH FOR
DARKNESS soon after drinking the milk; otherwise
the wish won't come true.
To WISH FOR FLIGHT, you need to sit on a broom-
stick while holding the stone. In the story, flying on
the broomstick will always take you to the Magick
To WISH FOR FORESIGHT, you must be holding
the stone while wearing a pair of glasses. Your wish
won't come true if you're simply holding the glasses;
vou must be wearing them.
To WISH FOR FREEDOM, vou must hold the stone
and eat candy. Like DARKNESS, you have to WISH
FOR FREEDOM soon after eating the candy; other-
wise vour wish won't come true.
To WISH FOR LUCK, you must be holding both the
stone and a horseshoe. Your luck will be broken
whenever you drop either the horseshoe or the
stone, but will come back whenever you pick them
To WISH FOR RAIN, you need to be holding an
open umbrella and the stone. This wish won't work
Remember that most wishes can be used only
once. If you get trapped and use your WISH FOR
FREEDOM successfully, you won't be able to use it
again later. So use your washes carefully; you don t
want to waste them.
16 Instruction Manual
Starting and Stopping
Starting the story: Now that you know what to expect
in Wtshbringer, it's time for you to "boot" your disk.
To load Wishhritiger, follow the instructions on the
Reference Card in your package.
First the program will display the title of the story,
followed by the first bit of action and a description of
the place where the story begins. (Your Reference
J teUs what to do when a full screen of lines rolls
by and the program waits until you're ready to go
on.) Then the prompt ( > ) will appear. The prompt
(>) means that Wishhringer is ready for your
Each time you finish typing a command, press the
RETURN (or ENTER) key. The program will carry out
your command(s), and another prompt will appear.
Here is a quick exercise to help you get used to
Wishhringer. For your first command after the story
begins, type in next to the prompt ( > ):
Then press the RETURN (or ENTER) key.
1 1 ishbringer will respond with:
You're standing next to an open iron gate that leads
west into the Festeron Cemetery. A road runs east to the
top of Post Office Hill.
Maybe you'd like to try climbing the gate, so at the
next prompt (>) type:
CLIMB TH E GATE
After you press the RETURN (or ENTER) key,
Wishbringer w\W respond:
The iron gate is much too high!
Saving and restoring: It will probably take you many
days to finish Wishbringer. If you use the SAVE com-
mand, you can continue at another time without
having to start over from the beginning, just as you
can put a bookmark in a book you are reading. The
SAVE command puts a "snapshot" of your place in
the story onto another disk. If you are cautious, you
may want to save your place before (or after) trying
something dangerous or tricky. That way, you can go
back to that point later, even if you have gotten lost
or "killed" since then.
To save your place in the story, tvpe SAVE at the
prompt ( > }, and then press the'REtURN (or ENTER)
key. Then follow the instructions for saving and re-
storing on your Reference Card. Most computers
need a blank disk, already initialized and formatted .
for snapshots. If you use a disk with data on it (not
counting other Wishbringer snapshots), that data may
You can restore a saved place any time you want.
To do so, type RESTORE at the prompt ( >), press
the RETURN (or ENTER) key, and then follow the
instructions on your Reference Card. You can then
continue the story from the point where you used
the SAVE command. You can type LOOK for a de-
scription of where you are.
Quitting and restarting: If you want to start over
from the beginning, type RESTART and press the
RETURN (or ENTER) key. (This is usually faster than
re-booting.) Just to make sure, Wishbringer vfto. ask
if you really want to start over. If vou do, tvpe Y or
YES and press the RETURN (or ENTER) key.
If you want to stop entirely, tvpe QUIT and press
the RETURN (or ENTER) key. Once again. Wish
bringerwSL ask if this is really what you want to do.
Remember when you RESTART or QUIT: if you
want to be able to return to this point later, you must
first use the SAVE command.
Instruction Manual 17
There are a number of one-word commands which
you can type instead of a sentence . You can use them
over and over whenever you want. Some count as a
turn, and others do not. Type the command after the
prompt (>) and press the RETURN (or ENTER) key.
AGAIN — Wishbringer will usually respond as if you
had repeated your previous sentence. (You can use
the abbreviation G instead.)
BRIEF— This tells Wishbringer to tell you all about a
place or thing only the first time you see it. If you see
it again later, Wishbringer mft tell you only its name.
This is the normal wav that Wishbringer will act,
unless you use the VERBOSE or SUPERBRIEF
INVENTORY— Wishbringer will list what you are
carrying. (You can use the abbreviation I instead.)
LOOK— This tells Wishbringer to describe the place
you are in. (You can use the abbreviation L instead.)
QUIT— This lets you stop. If you want to save your
place before quitting, follow the instructions in the
" Starting and Stopping" section on page 17. (You can
use the abbreviation Q instead of QUIT.)
RESTART— This stops the story and starts over from
RESTORE— This lets you continue from any point
where you used the SAVE command. See 44 Starting
and Stopping" on page 17 for details.
SAVE— This puts a "snapshot" of your place in the
story onto your storage disk. You can continue from
the same place in the future by using the RESTORE
command. See "Starting and Stopping 1 * on page 17
SCORE— Wishbringer will show you your current
score and the number of turns you have taken.
SCRIPT— This command tells your printer to begin
making a transcript of the story as you play. A tran-
script may help you remember, but you don't need it
to play. It will work only on certain computers; read
your Reference Card for details.
SUPERBRIEF —This command s Wishbringer to tell
you only the name of a place you have entered, even
the first time you see it. Also, Wishbringer will not
tell you what things are there. Of course, you can
always get a description of a place, and the items
there, by typing LOOK, In SUPERBRIEF mode, there
is no blank line between turns. This mode is meant
for players who are already very familiar with the
geography. Also see VERBOSE and BRIEF.
18 Instruction Manual
TIME— This tells you the current time of day in the
story. (You can use the abbreviation T instead.)
UNSCRIPT— This commands your printer to stop
making a transcript. Also see SCRIPT.
VERBOSE— This tells Wishbringer to tell you all
about a place or thing every time vou see it. Also see
BRIEF and SUPERBRIEF,
VERSION— This will show you the release number
and the serial number of your copy of the story.
Please send us this information if you ever report a
"bug" in Wishbringer.
WAIT— This will cause time to pass in the story.
Normally, between turns, nothing happens in the
story* You could leave your computer, take a nap. and
return to the story to find that nothing has changed.
You can type WAIT to make time pass in the story
without doing anything. (You can use the abbrevia-
tion Z instead of WAIL )
Some Recognized Verbs
This is only a partial list of the verbs that Wishbringer
recognizes. There are many more, Remember that
vou can use prepositions with them. For example,
LOOK can become tOOK INSIDE, LOOK BEHIND,
LOOK UNDER, LOOK THROUGH, LOOK AT and so
Instruction Manual 19
1 1 hhhringer will complain if you type a sentence that
confuses it completely. Wishbringer will then ignore
the rest of the input tine. (Unusual events, such as
being attacked, may also cause Wishbringer to ignore
the rest of the sentences you typed, since the event
may have changed your situation drastically.) Some
of Wishbringer s complaints:
SORRY, BUT THIS STORY DOESN'T RECOGNIZE THE
WORD "[your word]." The word you typed is not in
the program's list of words. Sometimes you can use
another word that means the same thing. If not,
Wishbringer probably can't understand what you
were trying to do.
SORRY, BUT THIS STORY CANT UNDERSTAND THE
WORD "[your word]" WHEN YOU USE IT THAT
WAY. Wishbringer knows the word you typed, but it
couldn't understand it in that sense. Usually this is
because Wishbringer knows the word as a different
part of speech. For example, if you typed PR ESS THE
LOWER BUTTON, you are using LOWER as an adjec-
tive, but Wishbringer might know LOWER only as a
verb, as in LOWER THE ROPE.
THERE DO ESN 7 SEEM TO BE A VERB IN THAT SEN-
TENCE! Unless you are answering a question, each
sentence must have a verb (or a command) in it
THERE AREN'T ENOUGH NOUNS IN THAT SEN-
TENCE! This usually means that your sentence was
incomplete, such as PUT THE BOOK IN THE.
THERE ARE TOO MANY NOUNS IN THAT SEN-
TENCE. An example is PUT THE SOUP IN THE BOWL
WITH THE LADLE, which has three noun "phrases,"
one more than Wishbringer can digest in a single
BEG PARDON? You pressed the RETURN (or ENTER)
key without typing anything.
YOU CAN'T SEE ANY | thing! HERE! The tiling in
your sentence was not visible. It may be somewhere
else, inside a closed container, and so on.
THE OTHER OBJECT [or OBJECTS] THAT YOU MEN-
TIONED ISN'T [or AREN7I HERE. You used two or
more nouns in the same sentence, and at least one of
them wasn't visible.
YOU CANT USE MORE THAN ONE DIRECT [or IN-
DIRECT] OBJECT WITH "[your verb]." You can use
multiple objects (that is, nouns or noun phrases sep-
arated by AND or a comma) only with certain verbs
like TAKE and DROP. You can't use more than one
object with most verbs, like READ; so you can't
READ THE ENVELOPE ANDTHE BOOK.
SORRY BUT THAT SENTENCE DIDN'T MAKE SENSE.
PLEASE REWORD IT OR TRY SOMETHING ELSE.
Wishbringer thought the sentence you typed was
nonsense, such as GIVE HIM WITH TOOL. Or, you
may have typed a reasonable sentence but used a
svntax that Wishbringer does not recognuie , such as
SMELL UNDER THE ROCK. Try typing what you want
to do in a different way.
20 Instruction Manual
Sample Transcript and Map
This transcript is not from Wishbringer, but it does
show most of the usual things you can do in the
story. It shows several simple puzzles and their
solutions, and it should give you a good idea of how
Infocom's interactive fiction works. The player's
sentences appear in capital letters after each prompt
(> ). The map represents the terrain in the sample
transcript as you might have drawn it.
You awake suddenly from a deep sleep. You are about
to roll over and doze off again when you hear your
unicorn, Harry, neighing outside. You get out of bed,
turn on the light, and look under the pillow. Whew!
There's Wishbringer, where you left it. But your wallet,
which had been on the bedside table, is missing!
You're standing in your bedroom, which Is small but
comfortable* A closed door leads south into the living
room. In a corner of the room sits a bedside table. Un-
der the pillow on your bed is the magical stone,
> TAKE WISHBRINGER
> GO SOUTH
The bedroom door is closed,
>OPEN THE BEDROOM DOOR
Okay, the bedroom door is now open.
This is your Cozy Living Room, one of the latest models
from the Frobozz Magic Cozy Living Room Company.
Two rocking chairs sit in front of a fireplace at one end of
the room; a telephone rests on an oak desk at the other
end. A small picture hangs above the fireplace* The
closet door on the west wall is closed.
A cool breeze blows through the open front door, which
leads east onto your porch.
> LOOK AT THE PICTURE
The picture above the fireplace shows a small white
farmhouse, not unlike your own. In red letters above the
house are the words "Home Sweet Home."
The cool breeze continues to blow through the open
front door, making you shiver.
> CLOSE THE FRONT DOOR
You push the door against the wind and close it. Ah,
> FfNDTHE WALLET
You can't see any wallet here. Again, you hear your
unicorn Harry neighing.
Instruction Manual 21
> GO OUTSIDE
The front door is closed.
> OPEN THE DOOR
(Which door do you mean, the closet door or the front
Okay, the front door is now open, A cool breeze blows
into the room.
> GO OUTSIDE
You're standing on the front porch of your home. The
white paint is chipped, and the floorboards creak. To the
south is the barn. It's chilly out here. You better not go
anywhere without your coat*
> OPEN TH E CLOSET DOOR
Okay the closet door is now open.
> GO INTO THE CLOSET
This is your cedar- lined closet. The aromas make you
light-headed. Your coat and an umbrella are here,
> TAKE THE COAT PUT IT ON
Again, you hear your unicorn Harry neighing.
Okay, you're now wearing the coat.
>GO OUT THEN WALK EAST THEN SOUTH
Your red- and- black barn is here. That's odd; you
thought your barn was yellow and green. You look
again. Ah. That explains it— the red is the flames licking
the walls of the silo, and the black is the thick smoke
billowing from the door and windows. A bucket and a
pump sit nearby.
>GO INTO THE BARN
The flames are too hot.
> TAKE THE BUCKET. PUMP WATER INTOTHE
BUCKET THEN POUR THE WATER ON THE BARN
You rhythmically pump water into the bucket. There! The
bucket is full of water.
You pour the water on the barn and douse a few em-
bers. However, the fire is out of control, and the blazing
barn continues to burn.
> LOOK FOR HARRY
You can't see Harry here.
> NORTH. WEST. GO IN THE CLOSET THEN TAKE
Okay you're now holding the umbrella.
>GO INTOTHE LIVING ROOM THEN GO OUT.
SOUTH, OPEN THE UMBRELLA
The umbrella is now open.
>WISH FOR RAIN
A searing bolt of lightning shatters the sky! It strikes the
glowing Stone of Dreams, and fractures the sky into a
Everything around you is soaked in a brief but savage
The raging fire dies down and is extinguished.
>GO INTOTHE BARN
The inside of the barn is scorched and charred . Some
smoking embers are scattered on the floor. A blackened
horseshoe lies on the ground.
> TAKE THE HORSESHOE
The horseshoe is still too hot to pick up.
> PUMP WATER INTOTHE BUCKET
You rhythmically pump water into the bucket. There! The
bucket is full of water.
22 Instruction Manual
>GO IN THE BARN. POUR THE WATER ONTO THE
A blackened horseshoe lies on the ground.
At first the horseshoe sizzles as you pour the water over
it. Then it cools and just gets wet.
> TAKE THE HORSESHOE
You're carrying too many things already I
You're carrying Wishbringer, an umbrella, a coat (being
worn) and a bucket.
> DROP THE UMBREKKA
(Sorry, but this story doesn't recognize the word
> DROP THE UMBRELLA
> TAKE THE HORSESHOE
>WISH FOR LUCK
The Stone of Dreams brightens as you speak the Wish,
and the edges of the blackened horseshoe begin to
twinkle with Luck.
You hear the phone ringing inside the house.
>GO NORTH THEN WEST
You hear the phone ringing inside the house.
The phone is ringing.
> ANSWER THE PHONE
You pick up the receiver. It's the police calling! They tell
you that they've just caught a thief, the Mad Arsonist of
Festeron, and they found your wallet! You thank them
and hang up the phone. Then you hear someone — or
something — outside.
> GO OUTSIDE
Here's Harry! He's soaking wet, which unicorns hate,
but he's obviously happy to see you.
> PET HARRY
Harry nudges you fondly with his horn and looks at you
lovingly with his gentle brown eyes.
We're Never Satisfied
Here at Infocom, we take great pride in the quality of
our stories. Even after they're in your hands, we still
want to make them better.
Your input is important. No matter how much
testing we do, it seems that some "bugs" never
crawl into view until thousands of you begin doing all
those wild and crazy things in the story. If you find a
"bug " or if you think a certain puzzle was too hard
or too easy, or if you have some other suggestion, or
if you'd just like to tell us what you thought of the
story, write to us! We love an excuse to stop work-
ing, and a letter from you would be just such an ex-
cuse! Write to:
125 CambridgePark Drive
Cambridge, MA 02140
Attn: Mr. Crisp
If You Have Technical Problems
You can call the Infocom Technical Support Team to
report "bugs" and technical problems, but not for
hints to solve puzzles, at (617) 576-3190. If your disk
fails within ninety (90) days after purchase, we will
replace it at no charge. Otherwise, we will replace it
for a fee of $5 (U.S. currency). If you call to report a
"bug" please provide your release number, which
you can find by typing the command VERSION .
Please mail us your registration card if you'd like to
be on our mailing list and receive our newsletter, The
New Zork Times.
Instruction Manual 23
About the Author
"Professor" Brian Moriarty built his first computer
in the fifth grade. This early experience with elec-
tronics led him to seek a degree in English Literature
at Southeastern Massachusetts University, where
he graduated in 1978. He lives near the bridge in
Historic Concord, does not hate children, and is a
member in good standing of the Nathaniel
Hawthorne Society. Wishbringeris his first work of
Copyright and Warranty Information
This software product and the attached instructional materials are
sold AS IS," without warranty as to their performance. The entire
risk as to the quality and performance of the computer software pro-
gram is assumed by the user.
However, to the original purchaser of a disk prepared by Infocom
and carrying the Infocom label on the disk jacket, Infocom. Inc. war-
rants the medium on which the program is recorded to be free from
defects in materials and faulty workmanship under normal use and
service for a period of ninety (90) days from the date of purchase. If
during this period a defect on the medium should occur, the medium
may be returned to Infocom, Inc. or to an authorized Infocom, Inc.
dealer, and Infocom. Inc. will replace the medium without charge to
you. Your sole and exclusive remedy in the event of a defect is ex-
pressly limited to replacement of the medium as provided above. This
warranty gives you specific legal rights and you may also have other
rights which vary from state to state.
THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF
ALL WARRANTIES. EXPRESS, IMPLIED, OR STATUTORY, IN-
CLUDING, BUT NOT LIMITED TO, ANY IMPLIED WARRAN-
TIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE AND OF ANY OTHER WARRANTY OB-
LIGATION ON THE PART OF INFOCOM. INC. SOME STATES
DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED
WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT
APPLY TO YOU. IN NO EVENT SHALL INFOCOM, INC. OR
ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION
AND PRODUCTION OF THIS COMPUTER SOFTWARE PRO-
GRAM BE LIABLE FOR INDIRECT, SPECIAL, OR CONSE-
QUENTIAL DAMAGES. SUCH AS, RUT NOT LIMITED TO, LOSS
OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM
THE USE OF THIS PROGRAM. OR ARISING OUT OF ANY
BREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOW
THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CON-
SEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION MAY
NOT APPLY TO YOU .
N.B. After the warranty period, a defective Infocom disk may be
returned to Infocom. Inc. with a check or money order for $5.00 U.S.
currency for replacement.
The enclosed software product is copyrighted and all rights are re-
served by Infocom, Inc. It is published exclusively by Infocom, Inc.
The distribution and sale of this product are intended for the use of
the original purchaser only and for use only on the computer system
specified. Lawful users of this program are hereby licensed only to
read the program from its medium into memory of a computer solely
for the purpose of executing the program. Copying (except for one
backup copy on those systems which provide for it— see Reference
Card), duplicating, selling, or otherwise distributing this product is a
violation of the law.
This manual and all other documentation contained herein are copy-
righted and all rights reserved by Infocom. Inc. These documents
may not, in whole or in part, be copied, photocopied, reproduced,
translated, or rvduceil to any electronic medium or machine -readable
form without prior consent, in writing, from Infocom, Inc.
Willful violations of the Copyright Law of the United States can
result in civil damages of up to $50,000 in addition to actual damages,
plus criminal penalties of up to one year imprisonment and/or $10,000
Wishbrirtger is a trademark of Infocom. Inc.
€'1985 Infocom. Inc.
Printed in U.S.A.
24 Instruction Manual
Quick Reference Guide
1. To start the story ("boot up"), see the separate
Reference Card in your Wishbringer package.
2. When you see the prompt ( > ) on your screen,
Wishbringer is waiting for your command. There are
three kinds of commands that Wtskbringer
A. Direction commands: To move from place to
place, just tvpe the direction you want to go: N (or
NORTH), E, S, W, U (or UP), D, IN, OUT.
B. Actions: Just tvpe whatever you want to do.
Some examples: READ THE BOOK or OPEN THE
DOOR or WISH FOR RAIN or LOOK THROUGH
THE WINDOW. Once you're familiar with simple
commands, you'll want to use more complex
ones; they're described in "Communicating with
Wishbringer' on page 14.
C. Special one -word commands: Some one -word
commands, such as INVENTORY or VERBOSE,
give you specific information or affect your output.
A list of these appears in the "Important Com-
mands" appendix on page 18.
3. Important! After typing your sentence or com-
mand, you must press the RETURN (or ENTER) key
before Wishbringer respond.
4. On most computers, your screen will have a spe-
cial line called the status line. It tells you the name of
the place you 're in and the time of day in the story.
5. You can pick up and carry many of the items you'll
find in the story. For example, if you type TAKE THE
ENVELOPE, you will be carrying it. Type INVEN-
TORY to see a list of the items you are earning.
6. When you want to stop, save your place for later,
or start over, read the "Starting and Stopping" sec-
tion on page 17.
7. If you have trouble, look at a specific section of the
manual for more detailed instructions.
Instruction Manual 25